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[Closed] CustomUV-Values broken when used for World Position Offset

Hi,

I'm getting same issue as this post:

https://answers.unrealengine.com/questions/556072/customuv-values-broken-when-used-for-world-positio.html

Are there any solution or recommendation?

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asked Feb 01 '17 at 09:25 PM in Rendering

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The question has been closed Feb 01 '17 at 09:27 PM by AndrewHurley for the following reason:

The question is answered, right answer was accepted


1 answer: sort voted first

Hi Alfredo,

When working with WPO you don't need to use the custom UV coordinates for Pre-Skinned Local Position (or world position) to work and in fact this may cause errors when running those values through a UV coordinate node based off the custom UVs.

Here is an example of how you would setup the graph.

alt text

This is the result of the material applied to a sphere located at (0,0,0)

alt text

I swapped the WorldPosition Node with Pre-Skinned Local Position and got a nearly identical result. It would be more accurate to compare to the local position node. Not to be confused though, Pre-Skinned Local position will behave very similarly to local position when used with WPO, but there is a distinct difference. The positions are all relative to the base pose.

To illustrate this point I assigned an animation to the character(so it isn't in its base post) and then plugged pre-skinned position directly into WPO and multiplied by a scalar. I then switched to local position and did the same thing and recorded a short video.

I'm not sure if this is going to be particularly useful for you depending on the effect you are going for.

We have a Pre-Skinned Local Normal node coming to 4.15 This works in a similar way to the Pre-Skinned Local Position node added in the 4.14 release but returns the local surface normal for skeletal and static meshes. This opens the door to more local-space, mesh aligned effects or advanced use-cases such as writing dynamic surface data to a mask read-back in another material.

Depending on the effect this may be what you are looking for. In short the bugs reported in that AnswerHub post aren't a real issue and the nodes are working as expected.

Let me know if you have any questions or need anything else!

Ed

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answered Feb 01 '17 at 09:25 PM

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